/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#ifndef ARKCORE_TARGETEDMOVEMENTGENERATOR_H
#define ARKCORE_TARGETEDMOVEMENTGENERATOR_H

#include "MovementGenerator.h"
#include "DestinationHolder.h"
#include "Traveller.h"
#include "FollowerReference.h"

class TargetedMovementGeneratorBase
{
public:
    TargetedMovementGeneratorBase (Unit &target)
    {
        i_target.link(&target, this);
    }
    void stopFollowing ()
    {
    }
protected:
    FollowerReference i_target;
};

template<class T>
class TargetedMovementGenerator: public MovementGeneratorMedium<T, TargetedMovementGenerator<T> >, public TargetedMovementGeneratorBase
{
public:
    TargetedMovementGenerator (Unit &target, float offset = 0, float angle = 0);
    ~TargetedMovementGenerator ()
    {
    }

    void Initialize (T &);
    void Finalize (T &);
    void Reset (T &);
    bool Update (T &, const uint32 &);
    MovementGeneratorType GetMovementGeneratorType ()
    {
        return TARGETED_MOTION_TYPE;
    }

    void MovementInform (T &);

    Unit* GetTarget () const;

    bool GetDestination (float &x, float &y, float &z) const
    {
        if (i_destinationHolder.HasArrived() || !i_destinationHolder.HasDestination())
            return false;
        i_destinationHolder.GetDestination(x, y, z);
        return true;
    }

    void unitSpeedChanged ()
    {
        i_recalculateTravel = true;
    }
private:

    bool _setTargetLocation (T &);

    float i_offset;
    float i_angle;
    DestinationHolder<Traveller<T> > i_destinationHolder;
    bool i_recalculateTravel;
    float i_targetX, i_targetY, i_targetZ;
};
#endif
